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Full Version: [SOLVED]ChangeMap script problem
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Hello, i have a problem...when i change map through script:
ChangeMap("LR.map", "start", "", ""); , on the next map player is spawning in the floor and when it jumps cannot get in normal position, I watched if script is correct and checked if SetPlayerCrouching is enabled.

Please help, somebody know how to do this?

Thanks in advanced.
is the StartArea called "start" in the next map?

Please show your script of LR.map.
Yes, and make sure the 'start' area is above the floor level and it's a PlayerStart type.
(11-15-2014, 06:14 PM)Daemian Wrote: [ -> ]Yes, and make sure the 'start' area is above the floor level and it's a PlayerStart type.

yes, its called start and is higher floor, almost in the middle of the room

(11-15-2014, 05:46 PM)FlawlessHappiness Wrote: [ -> ]is the StartArea called "start" in the next map?

Please show your script of LR.map.

player start area is called "start"

void OnStart()
{
AddUseItemCallback("", "key_tower_1", "mansion_5", "UsedKeyOnDoor", true);
AddUseItemCallback("", "key_tomb_rusty_1", "mansion_4", "UsedKeyOnDoor3", true);
AddUseItemCallback("", "key_tomb_1", "level_wood_1", "UsedKeyOnDoor2", true);
SetPlayerSanity(60);
SetLightVisible("Insane_Light", false);
SetLightVisible("Insane_Light_1", false);
SetEntityCallbackFunc("lantern_1", "Lantern");
SetEntityCallbackFunc("key_tomb_1", "DamnedPicture");
AddEntityCollideCallback("Player", "Sanity", "Bloody", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_1", "Scare", true, 1);
AddEntityCollideCallback("Player", "ZoneActivation", "Trigger", true, 1);
SetEntityConnectionStateChangeCallback("lever", "SecretRoom");
AddTimer("", 1, "AmountOfSanity");
AddTimer("", 10, "Plague");
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetLevelDoorLocked("mansion_5", false);
PlaySoundAtEntity("", "unlock_door.snt", "mansion_5", 0, false);
RemoveItem("key_tower_1");
CompleteQuest("cabinetdoor","CabinetDoor");
AddPlayerSanity(20);
}

void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
{
SetLevelDoorLocked("level_wood_1", false);
PlaySoundAtEntity("", "unlock_door.snt", "level_wood_1", 0, false);
RemoveItem("key_tomb_1");
CompleteQuest("kitchendoor","KitchenDoor");
AddPlayerSanity(10);
}

void UsedKeyOnDoor3(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_4", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "mansion_4", 0, false);
RemoveItem("key_tomb_rusty_1");
CompleteQuest("studiumdoor","StudiumDoor");
AddPlayerSanity(10);
}


void Lantern(string &in asEntity, string &in type)
{
SetEntityActive("insanity", true);
PlaySoundAtEntity("", "scare_tingeling.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);
StartPlayerLookAt("insanity", 1, 10, "StopPlayerLookAt");
GiveSanityDamage(11.0f, true);
CompleteQuest("firstnope", "Firstnope");
}

void DamnedPicture(string &in asEntity, string &in type)
{
SetEntityActive("insane_paint", true);
PlaySoundAtEntity("", "scare_tingeling.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);
StartPlayerLookAt("insane_paint", 1, 10, "StopPlayerLookAt");
GiveSanityDamage(11.0f, true);
CreateParticleSystemAtEntity("", "ps_guardian_appear_explosion", "insane_paint", false);
}

void Bloody(string &in asParent, string &in asChild, int alState)
{
AddTimer("", 6, "Horror");
GiveSanityDamage(10.0f, true);
FadeOut(2);
}

void Scare(string &in asParent, string &in asChild, int alState)
{
StopMusic( 2, 1);
AddTimer("", 2, "ChangeMusic");
GiveSanityDamage(3.0f, true);
SetPropHealth("pot_plant_small01_2", 0.0f);
SetPropHealth("pot_plant_small02_1", 0.0f);
StartPlayerLookAt("pot_plant_small02_1", 1, 10, "StopPlayerLookAt");
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false);
}

void Horror(string &in asTimer)
{
FadeIn(2);
SetLightVisible("Insane_Light", true);
SetLightVisible("Insane_Light_1", true);
PlaySoundAtEntity("", "scare_tingeling.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);
SetEntityActive("insanepaint1", true);
SetEntityActive("insanepaint2", true);
SetEntityActive("insanepaint3", true);
PlayMusic("04_amb.ogg", true, 0.5, 6, 1, true);
AddTimer("",10, "StopRed");
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false);
}

void StopRed(string &in asTimer)
{
SetLightVisible("Insane_Light", false);
SetLightVisible("Insane_Light_1", false);
AddPlayerSanity(20);
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false);
}

void ChangeMusic(string &in asTimer)
{
PlayMusic("07_amb.ogg", true, 0.5, 6, 1, true);
CreateParticleSystemAtEntity("", "ps_dust_break_25", "ScriptArea_2", false);
PlaySoundAtEntity("", "scare_tingeling.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);
StartPlayerLookAt("ScriptArea_2", 1, 10, "StopPlayerLookAt");
AddTimer("", 2, "Cough");
}

void Cough(string &in asTimer)
{
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false);
}

void OnLeave()
{
SetEntityActive("Sanity", true);
SetupLoadScreen("Loading", "message_1", 1, "game_loading_trunk.jpg");
}

void Trigger(string &in asParent, string &in asChild, int alState)
{
FadeOut(0);
PlaySoundAtEntity("", "scare_tingeling.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);
AddTimer("", 3, "Teleport");
SetPlayerMoveSpeedMul(0.35f);
SetPlayerRunSpeedMul(0);
SetPlayerLookSpeedMul(0.5);
}

void Teleport(string &in asTimer)
{
FadeIn(3);
TeleportPlayer("area_teleport_1");
AddTimer("", 3, "Teleport2");
}

void Teleport2(string &in asTimer)
{
FadeOut(0);
TeleportPlayer("area_teleport_2");
AddTimer("", 3, "Teleport3");
}

void Teleport3(string &in asTimer)
{
FadeIn(3);
TeleportPlayer("telearea");
AddTimer("", 3, "Teleport4");
}

void Teleport4(string &in asTimer)
{
FadeOut(0);
TeleportPlayer("telearea2");
SetPlayerCrouching(true);
AddTimer("", 3, "TeleEnd");
}

void TeleEnd(string &in asTimer)
{
FadeIn(3);
SetSanityDrainDisabled(true);
TeleportPlayer("teleport_target");
AddTimer("", 7, "Retake");
SetEntityActive("vision", true);
SetPlayerActive(false);
StartPlayerLookAt("vision", 1, 1, "StopPlayerLookAt");
ShowEnemyPlayerPosition("vision");
SetPlayerCrouching(false);
}

void Studium(string &in asEntity)
{
AddQuest("studiumdoor","StudiumDoor");
}

void Cabinet(string &in asEntity)
{
AddQuest("cabinetdoor","CabinetDoor");
}

void Kitchen(string &in asEntity)
{
AddQuest("kitchendoor","KitchenDoor");
}


void Retake(string &in asTimer)
{
SetPlayerActive(true);
TeleportPlayer("back");
SetPlayerSanity(42);
SetPlayerHealth(100);
SetEntityActive("vision", false);
PlaySoundAtEntity("", "player_stand.snt", "Player", 0, false);
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false);
AddTimer("", 4, "Again");
PlayMusic("09_amb_safe.ogg", true, 0.5, 6, 1, true);
}

void Again(string &in asTimer)
{
PlaySoundAtEntity("", "hurt_pant.snt", "Player", 0, false);
AddQuest("first", "First");
SetPlayerMoveSpeedMul(1.0f);
SetPlayerRunSpeedMul(1.3f);
SetPlayerLookSpeedMul(1.1f);
}

void SecretRoom(string &in asEntity, int alState)
{
if (alState == 1)
{
SetMoveObjectState("secret_shelf", 1);
PlaySoundAtEntity("", ".snt", "shelf_move_1", 0, false);
return;
}
AddPlayerSanity(20);
PlayMusic("10_puzzle01.ogg", false, 0.7, 0.1, 10, false);
}

void AmountOfSanity(string &in asTimer)
{
if(GetPlayerSanity() < 40.0f)
{
PlaySoundAtEntity("Player", "react_breath.snt", "Player", 0, false);
AddTimer("", 10, "AmountOfSanity");
}
}

void Plague(string &in asTimer)
{
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false);
}
i have a screenshot for this issue
http://postimg.org/image/x04vozumr/
Show a screenshot of the map in the level editor, could you?
Maybe you enabled "fast physics load". It ignores planes.
(11-16-2014, 04:01 AM)Daemian Wrote: [ -> ]Maybe you enabled "fast physics load". It ignores planes.

I don't know, I never heard about this option,I just changed map through timer script, so how I can disable it?

there is map in editor :

http://postimg.org/image/osainlo2l/

looks stupid from the fourth map to change through script to first startup map, and her startup position, to test only the script, so this script for me doesn't work Sad
Don't worry Smile I found the problem and solution Smile
you didnt seem to have a plane in your leveleditor....
Was that the problem?
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